Do you read me? (E)motion Legibility of Virtual Reality Character Representations
We compared the body movements of five virtual reality (VR) avatar representations in a user study $(\mathrm{N}=53)$ to ascertain how well these representations could convey body motions associated with different emotions: one head-and-hands representation using only tracking data, one upper-body representation using inverse kinematics (IK), and three full-body representations using IK, motioncapture, and the state-of-the-art deep-learning model AGRoL. Participants’ emotion detection accuracies were similar for the IK and AGRoL representations, highest for the full-body motion-capture representation and lowest for the head-and-hands representation. Our findings suggest that from the perspective of emotion expressivity, connected upper-body parts that provide visual continuity improve clarity, and that current techniques for algorithmically animating the lower-body are ineffective. In particular, the deep-learning technique studied did not produce more expressive results, suggesting the need for training data specifically made for social VR applications.
Authors
- Klara Brandstätter (ORCID: https://orcid.org/0000-0002-8586-7804)
- Ben Congdon (ORCID: https://orcid.org/0000-0002-7649-1569)
- Anthony Steed (ORCID: https://orcid.org/0000-0001-9034-3020)
Institutions
- University College London (GB)
Publication Details
- Published
- 2024-10-21
- DOI
- https://doi.org/10.1109/ismar62088.2024.00044
- Citations
- 2
- Primary Topic
- Human Motion and Animation
- Type
- article
- Field-Weighted Citation Impact
- 0.66